package funkin.mobile.input; import funkin.input.Controls; import flixel.input.FlxInput; import flixel.input.actions.FlxAction; import flixel.input.actions.FlxActionInput; import flixel.input.actions.FlxActionInputDigital; import funkin.mobile.ui.FunkinButton; import funkin.mobile.ui.FunkinHitbox; import funkin.play.notes.NoteDirection; /** * Handles setting up and managing input controls for the game. */ class ControlsHandler { /** * Adds a button input to a given FlxActionDigital and caches it. * * @param action The FlxActionDigital to add the button input to. * @param button The FunkinButton associated with the action. * @param state The input state to associate with the action. * @param cachedInput The array of FlxActionInput objects to cache the input. */ public static function addButton(action:FlxActionDigital, button:FunkinButton, state:FlxInputState, cachedInput:Array):Void { if (action == null || button == null || cachedInput == null) return; final input:FlxActionInputDigitalIFlxInput = new FlxActionInputDigitalIFlxInput(button, state); cachedInput.push(input); action.add(input); } /** * Sets up hitbox controls based on game controls and hitbox hints. * * @param controls The controls instance defining game controls. * @param hitbox The hitbox to associate with the controls. * @param cachedInput The array of action input objects to cache the input. */ @:access(funkin.input.Controls) public static function setupHitbox(controls:Controls, hitbox:FunkinHitbox, cachedInput:Array):Void { if (controls == null || hitbox == null) return; for (hint in hitbox.members) { @:privateAccess switch (hint.noteDirection) { case NoteDirection.LEFT: controls.forEachBound(Control.NOTE_LEFT, function(action:FlxActionDigital, state:FlxInputState):Void { addButton(action, hint, state, cachedInput); }); case NoteDirection.DOWN: controls.forEachBound(Control.NOTE_DOWN, function(action:FlxActionDigital, state:FlxInputState):Void { addButton(action, hint, state, cachedInput); }); case NoteDirection.UP: controls.forEachBound(Control.NOTE_UP, function(action:FlxActionDigital, state:FlxInputState):Void { addButton(action, hint, state, cachedInput); }); case NoteDirection.RIGHT: controls.forEachBound(Control.NOTE_RIGHT, function(action:FlxActionDigital, state:FlxInputState):Void { addButton(action, hint, state, cachedInput); }); } } } /** * Removes cached input associated with game controls. * * @param controls The Controls instance defining game controls. * @param cachedInput The array of action input objects to clear cached input from. */ public static function removeCachedInput(controls:Controls, cachedInput:Array):Void { for (action in controls.digitalActions) { var i:Int = action.inputs.length; while (i-- > 0) { var j:Int = cachedInput.length; while (j-- > 0) { if (cachedInput[j] == action.inputs[i]) { action.remove(action.inputs[i]); cachedInput.remove(cachedInput[j]); } } } } } }